Arcanum

on second thought, i'm not very sold on my empire, and I don't have any ideas really, so i think i'm just going to drop, sorry.
 
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The Purple Nation

Name: The Dominion of the Wilderness (official name: Gerheldian Dominion)
Government: Hereditary
Ruler: King Castius of the Dominion (The King in the Wilderness)
Heir: Prince Kimus of the Dominion (The Fleeing Prince)
Dominant Species: Elves
Minor Species: Humans

Background: The Dominion of the Wilderness is a relatively new nation formed upon the ruins of an old Thelian Province, much like the Iridescent Kingdom immediately to the South. During the Iridescent Kingdom's founding, the nobles and elven leaders who would later go on to create the Dominion strenuously objected to Mediocrity's policy of tolerating and accepting the human and gnome refugees as equals. This race policy, along with the Queen's increasingly liberal stance towards social issues, would eventually cause a schism that would leave a scar in both of the nation's memories.

The straw that broke the proverbial camel's back would be the Queen's edict that all forms of love--be it homosexuality or polyamory--would henceforth be of "no concern" to the matters of law. The people who would then go on to found the Dominion argued that the loose wording of the edict made it more difficult to prosecute cases of non-consensual lovemaking (the Queen would go on to clarify the issue later), and also encouraged moral deviancy among the youth, who would certainly not be ready for the consequence of their actions. The coalition of people threatened to walk away from the Kingdom if the Queen continued her liberalization policies.

The Queen responded by procuring a great number of horses to gift to these people. The message was clear. The leaders of the coalition left north, with the Queen's blessing and support, to found and reconstruct the ruins in the northern wildlands of the Iridescent Kingdom. Despite being theoretically the Iridescent Kingdom's colony, the people of the Dominion wasted almost no time in declaring independence from the Kingdom once they were self sufficient. The Kingdom has not contested this.

Today, the relationship between the Kingdom and the Dominion is, at best, frigid. People still travel between the two realms, however--many youths of the Dominion being attracted to the splendor and the art of the Iridescent Kingdom, and many within the Iridescent Kingdom seeking the simpler way of life and opportunities within the Dominion.
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An even younger kingdom than the Iridescent Kingdom, the people of the Dominion live in simple dwellings and castles built upon the ruins of old cities and villages that dotted the lands. Many of the dwellings thus have a 'schizophrenic' art style, being built out of recycled stones and bricks from old structure.

Exceptions are the surviving natives of the Wildlands--Elven inhabitants of fortified villas and farms who managed to outlast the war and the fall of government. The Dominion's first action upon their arrival to the Wildlands, destroying the bandit parties who plagued the region constantly, did much to secure the loyalty of the natives. In time, these villas and farms would become the centerpoint of rulership to the nascent Dominion.

While the Palace and trading hubs are located within the reconstructed cities of the old days, the Dominion is strongly supported and held together by its settlers in the provincial regions. Elven 'nobles' in fortified villas, or castles, lord over the peasants in the local region and collect taxes for the central government. The nation is mostly empty, and people still can find new opportunities in this nascent Kingdom. Elven and human settlers still arrive from beyond, clearing out the lush forest to claim new land for themselves.

As a descendent of the Iridescent Kingdom, the elf population of the Dominion is made up a truly eclectic variety of elves from all corners of the Thel Empire, but the most numerous and prominent ones by far are the native elves and their descendants who once immigrated to the Iridescent Kingdom during the Great War. It was they who led the others of their faction in their journey to the woodlands, showing the farm lands and old ruined cities where the elven exiles could found a new home in.

Joining as the Gerheldian Dominion NPC.
 
Name: Duergarmark
Government: Appointed

The government form in Duergarmark is the same as in Skagar. There is disagreement between the two nations about which of the two were the legitimate origins of the tradition. Skagar's humans are said to originally come from the frost islands south of the continent, and that they brought the Tharls with them. Duergarmark, being populated by dwarves sine the immemorial, claims to have had the system in place when the Skagar arrived.

Humans hold great positions across all layers of society but aren't allowed to be Tharls of Duergarmark because the dwarves are seen as the rightful holders of the Tharl tradition.

Ruler: Thimir the Fat

Thimir has ruled for a very long time, and he is in no shape to fight as he was when he first claimed the throne. Having grown addicted to roast boar and fine spirits, he is so fat that he needs servants to carry him around. He is also beardless, which is seen as strange by many dwarves, but amongst the Tharl nations beardlessness is seen as being more effeminate and caring. While basically unable to handle himself in combat, Thimir is a grand strategist and has managed to hold against Vennigian aggression almost impenetrably. Seeing how historically destructive the Vennigians have been, this is quite a feat. He is however very old for a dwarf, expected to die in a decade or so at the most, but he is wildly popular to both have the nation enjoy such a great success in warfare as well as the many many feasts he holds for both rich and poor.

Heir: Thorim Hallrimsson

Thorim will win the next combat trial and rise to become Tharl. Contrary to Thimir, he is actually quite hated by the dwarven population, only holding a popular support of about half that population, and with the humans and half elves holding him in fine regard overall. The reason is that he is a previous slave owner and have given about a thousand half elves to Skagar. The dwarves of Duergarmark see the half elves as deficient in willpower, a subspecies, a race to be conquered. Some foreign scholars speculate the hatred origins in the very poor treatment Duergarmark suffered during the age of the Thel. Many dwarves also see the transfer of slaves to be opportunistic brownnosing for the sake of good relations or trade deals with Skagar. He has himself declared that the elvish enslavement is a thing of the past, and that the way forward is that of strength and emboldenment.

Dominant Species: Dwarves
Minor Species: Humans, half elves

Duergarmark's population is about 65% dwarves, with 30% humans mixing in in different layers of society. Humans usually take upon themselves cavalry roles in the military, while also making up the majority of the nation's fire shamans. The last 5% of the population are half elves, that in Duergarmark are actually a slave class with none of the entitlements and protections they enjoy in Skagar.

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Name: Vennrika
Government: Appointed

The Vennic government is structured the same as Skagar and Duergarmark. However culturally families tend to be very loyal to themselves. So there is a tendency for clans to act in accord to their own interests every once in a while. However, at this point, there isn't a real resemblence to the intricate dynasty systems in renaissance Europe for example. The clans are overall quite loyal to tradition, which holds the Tharl selection in very high regard.

However this culture of tradition also holds coastal raids in very high regard, and most neighbours of Vennrika sees them as extremely untrustworthy. After the fall of the Thel, Vennic raiders made life extremely miserable for all their neighbours, bringing in a lot of wealth. Currently raids are more rare, especially with the abysmal lack of success in Duergarmark. But remnants of these attacks exist in raiding clans usually holding some presence in the mercantile life of areas they used to slaughter.

Dwarves aren't as clanlike as the humans and hold equal rights in Vennrika.

Ruler: Ulrak Wolfsfur
Heir: Bulter Wolfsfur

The Wolfsfur clan is actually one of the more disorganized, as the family is so large clan loyalty is close to meaningless. Bulter is the son of Ulrak's half cousin, and in reality they despise each other deeply. Ulrak is an unpopular Tharl, as he has significantly disrupted the Vennic economy through costly unsuccesful raiding and by isolating the nation through the very same. The Wolfsfurs are one of the oldest families and are seen as historically heroic figures, but perhaps because of their lack of their old grandeur they are currently the laughingstock of Vennic political life. But when Bulter rises to the throne after the next Tharl selection, he draws good impressions from a lot of people. He was the runt of the litter, and personally managed to defeat the three favorites, himself being just 160 cm and each of the favorites being over 2 metres. He is often called The Giantgutter or The Quick Rat, his combat proficiency being held very dearly by the population.

Dominant Species: Humans
Minor Species: Dwarves

The racial makeup of Vennrika is about 80% humans and 15% dwarves. They both hold equal rights in the country. Vennrika has a half-elven miniority similar to Skagar in that they are slaves with a lot of reverence, cultural importance and legal protections. This is also a sign of extreme Vennic traditionalism, they are stalwartly thinking this tradition as completely integral to Vennic life on the level of the raiding tradition.

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Probably one more NPC, and placements, coming later today.

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Oh and since tolni asked and I forgot: Yea all of the above NPC's share the same names. I expect to make a Thelian claimiant too which will be half elven and may share these names too (since I like the absurdity of post-Roman claimants being like German, Italian, Greek, Turkish and Russian. These people will be half-elven too, which just adds the fun!)
 
Added NPCs; also expanded my borders, since you said you wouldn't mind generally larger claims & my part of the world was really empty.

Spoiler :
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  • Harmonious Onol Kingdom (orange to my northwest)
    Cities:
    • Ibruk Moldath (capital, in the north)
    • Útost Uvash (in the south)
    Dominant Species: Dwarves
    Government: Hereditary
    Ruler Name: King Urist Etnàrakur
    Heir Name: Prince Shethel Limârurist
    Names: Just use the ones from my nation and screw with some of the letters
    Background: The Harmonious Onol Kingdom rose from the ashes a few decades after the Ibruk Moldath Principality, cut off from their largest trading partner following in the aftermath of Kuthdêng Thalalzutshosh's imperial ambitions, collapsed. They are a very insular people, and their kings, vowing to never let such a thing happen again, embraced isolationism. The Harmonious Onol Kingdom is almost entirely self-sufficient, and want absolutely nothing to do with the world outside their borders; indeed, they were one of the only dwarven nations that refused to fight against the Thel Imperium as part of the coalition, which has not endeared them to the non-elven nations of the world. Scholars theorize that, due to the similarities of their languages, the people of the Harmonious Onol Kingdom and the Ngalák Mandate are descended from the same ancient dwarven tribe.
    Religion: Most dwarves of the Trastemes- with the exception of those in the Ngalák Mandate- follow one of the gods of the Tzilopoc Pantheon (think Aztec mythology + Cthulhu). The Harmonious Kingdom has a policy of religious tolerance, allowing anyone to worship any of the Tzilopoc Gods so long as they pay their taxes on time and do not engage in any religious violence.
  • Most Serene Republic of Iukkoth (yellow mountainous blob)
    Capital: Iukkoth
    Dominant Species: Dwarves
    Minor Species: Humans, Half-dwarves
    Government: Elective
    Ruler Name: First Citizen Tsiathigg Gurg
    Heir Name: Yothigog Schlass
    Names: Just make up something that sounds vaguely Lovecraftian
    Background: The Most Serene Republic of Iukkoth is motivated by two things: zealotry & greed. A council of priests & merchants advises the first citizen, and can overrule his decisions with a unanimous vote. Iukkoth sits at a crossroads of underground tunnels, which made it the trading hub of the Trasteme Mountains during the dwarves exile underground. The supplied few troops to the coalition against the Thel, but they sent truly enormous amounts of war material. They have a centuries-old rivalry with The Buried Knights over which Tzilopoc God is the top god.
    Religion: The Iukkoth worship Nyahtu, Tzilopoc god of chaos & deception. Religious festivals frequently include offerings of rare foods & animal sacrifice.
  • The Buried Knights (northernmost red blob)
    Cities:
    • Hanthlei (in the mountains)
    • Mahkra (on the river)
    Dominant Species: Dwarves
    Minor Species: Human, Half-Dwarves, Orcs, Half-Orcs
    Government: Appointed
    Ruler Name: Grandmaster Dalos Ithiaq
    Heir Name: Kthall Shurrath
    Names: Just make up something that sounds vaguely Lovecraftian
    Background/Religion: The Buried Knights are a military order devoted to the service of Kuuftha, Tzilopoc god of fire & rebirth. They have ruled with an iron first from their underground fortress of Hanthlei for centuries, where only the fact that none of their technology worked on the surface prevented them from launching a suicidal crusade against the Thel; it did not, however, stop them from repeatedly attempting to purge the heretics in Iukkoth. When the veil dropped, the Buried Knights rode from the mountains on the backs of their war badgers left of trail of elven blood wherever they rode. After the collapse of the Thel Imperium the Knights captured a mixed elven-orcish settlement on the river, purged the sinful elves calling it home (that is to say, all the elves calling it home), and renamed it Mahkra.
  • Nergüi Confederation (light blue to my north)
    Capital: Tsaiz
    Dominant Species: Humans
    Minor Speices: Half-Elves
    Government: Appointed
    Ruler Name: Khan Tömörbaatar
    Heir Name: Munkhtsetseg
    Names: Mongolian
    Background: Migratory human tribes who wandered through the Tarinar Lowlands throughout the rules of the Thel, they were never subjugated; whenever the Thel tried to conquer them, they would simply vanish among the plains, & whenever the Thel built forts in the area they would harass them & raid their supply convoys. They fought as part of the coalition & built the city of Tsaiz following the Thel collapse.
    Religion: Generic ancestor/nature worship
  • Adilet Tribal Kingdom (dark blue between 2 rivers)
    Cities:
    • Bazar (capital, in the east)
    • Bekem (in the west)
    Dominant Species: Humans
    Minor Species: Half-Orcs, Half-Elves
    Government: Hereditary
    Ruler Name: Khagan Zhyrgal
    Heir Name: Taalay
    Names: Kazakh
    Background: Migratory human tribes who wandered through the Tarinar Lowlands throughout the rules of the Thel, they were never subjugated; whenever the Thel tried to conquer them, they would simply vanish among the plains, & whenever the Thel built forts in the area they would harass them & raid their supply convoys. They fought as part of the coalition & settled the cities of Bazar & Bekem following the Thel collapse.
    Religion: Generic ancestor/nature worship
  • Aka Republic (green to my west)
    Cities:
    • Dotom Sponsmöst (capital, in the north)
    • Ukkar Snusp (in the south)
    Dominant Species: Orcs
    Minor Species: Dwarves, Humans
    Government: Elective
    Ruler Name: President Zubresm
    Heir Name: Nodluzzugstrux
    Names:
    • Zubresm
    • Nodluzzugstrux
    • Rumxol
    • Älongomstu
    • Suludozstag
    • Lobugolsmu
    • Stosbûbnexed
    • Maspxenasno
    • Smoxådostom
    • Ekxoxoslem
    • Snukoësru
    • Nassmuolzul
    Background: When the veil fell & the powers of the Thel mages started to wane, the Orcs of what would become the Aka Republic revolted en masse. The cities ran red with the blood of the elven oppressors as the common orc tasted freedom for the first time in centuries. As the revolt grew, the orcs were joined by local humans and dwarves from the foothills of the Trastemes, and after the battle of Alathè Wíthona- which saw the Thel garrison ambushed and massacred almost to a man- the Thel governor of the area surrendered to the revolt, and begged the rebels to be just in their victory; Snukoësru, the orc who led the revolt, was adamant that the elves be shown mercy now that they had surrendered- "We will be better than they were," he said, but the common Orc wanted justice; aided by spies from the Ngalák Mandate, Suludozstag overthrew Snukoësru and, in front of a crowd of cheering Orcs & Humans, ordered all elves in the lands of the newly proclaimed Aka Republic to leave or face death. Most left, and those who didn't learned that Suludozstag was nothing if not an orc of his word. Ever since, the Aka Republic has shown as a bright beacon of liberty for all non-elves, and has cordial relations with the Ngalák Mandate and the Harmonious Onol Kingdom.
    Religion: Freedom of Religion is guaranteed in the Aka Republic; the native Orc religion was repressed by the Thel during their rule over the area & has since been forgotten. Most Aka orcs therefore follow a warped, pro-Orc version of the Thel religion, which states that Mana is but an impure manifestation of the industrial soul & that the lack of traditional magic around industry is due to it being replaced by a more 'pure' industrial magic; when others point out that magic doesn't work like that & that industry destroys magic, they point to their shamans, who safely cast spells when surrounded by machines of all kinds, and smugly believe that they have won the argument. Minor Tzilopoc cults & communities of Virastel can also be found in the Aka Republic.
  • Måsp Ascendancy (lime blob)
    Capital: Omuk Etog
    Dominant Species: Orcs
    Minor Species: Half-Orcs
    Government: Appointed
    Ruler Name: Älongomstu
    Heir Name: Smoxådostom
    Names: The same as the Aka Republic
    Background: The Måsp Ascendancy was founded by Orcs who fled the Aka Republic, believing that an elective system could lead only to corruption & decadence. They had originally intended to march east, into the tunnels that led into the depths of the Trastemes, and settle in the Ngalák Mandate, but their party fell victim to a swarm of cave locusts a week after they entered the underground, and in their scramble to save their food stores their maps were consumed by the locusts. Without their maps or a dwarf to guide them through the labyrinthine tunnels, the orcs had almost no hope of reaching the Ngalák Mandate, so, rather than get lost in the underground, they turned right back around and marched out of the Trastemes. Still unwilling to remain in the Aka Republic, they turned north, and attempted to claim the land of the Anaÿa Bastion; the elves were tougher than the travelers had anticipated, however, and the orcs were chased right to the border of the Anaÿa Bastion by an elven garrison. Eventually the elves ceased their pursuit, but their orcs, unwilling to suffer elven raids, decided they needed to put more distance between them & the elves before they would settle anywhere. When, parched, they encountered a lush oasis in the desert, they decided that that was enough distance, and settled down, founding what was eventually to become the city of Omuk Etog. As time passed, the city grew, their military grew stronger, and they proclaimed the Måsp Ascendancy.
    Religion: Similar to that of the Aka Republic, without the dwarven religious minorities.
  • Anaÿa Bastion (lavender blob)
    Capital: Celedo Abeco
    Dominant Species: Elves
    Minor Species: Half-Elves
    Government: Appointed
    Ruler Name: Metava Slevina
    Heir Name: Réne Vemini
    Names: Something elfy
    Background: The Anaÿa Bastion is the last refuge of elves north of the New Thelian Kingdom; they were chased from their lands by dwarves, orcs, & humans, and when they were chased to the sea, they decided that enough was enough; they were masters of this world, not those pathetic lesser races, and they found a fire within them. They fought for three days and nights, and when the sun rose on the fourth day, they found that their pursuers had retreated. They celebrated, and settled in a nearby abandoned Thel fortress. Every since, they have jealously guarded their lands, keeping a watchful eye on their hated neighbors, dreaming of the day they can purge all non-elves from Rat-Thel.
 
Soft Lock Activated

If I need stuff from you please get it to me ASAP. No guarantee that it will be processed however.
 
I popped the pills without thinking so am currently writing through a haze of sleeping muscles. I am not able to clear up the Skagar application. A bit of information is kept here and in the other NPC creation post. All I want to stress for now is that the humans of the Tharl nations are said to originally inhabit the cold islands to the south, but migrated north- and westwards following the collapse of the Thel Imperium.

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Two more NPCs + map.
I've made some suggestions to reworking Zapp's NPC borders, it's up to Tolni whether to use these or not. Also, as one of the areas were kind of handwaved by me right now, others may feel free to overrule the NPCs.

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First off, the humans present in Skagar and my assorted npcs are hereby "vakars", vakar as singular. This is not a race, this is like calling a people of an area scandinavians or germanic.

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Name: Sjydge/Thelian Empire

(The map says Sydge. I want to change it to Sjydge.)

Sjydge is a curious case. After the fall of the Thelian Empire, some claimant to the empire, (one of the queen's family members, an elf,) wed a wastes chieftain and settled down in the current capital of Njordby. For a while, this half-elf dynasty consolidated the area maintaining the claim to be the true heirs of the empire, and it continues to call itself the Thelian Empire to this day. Everyone else calls it Sjydge.

However, some decades after the fall of the old Empire, the warlords of the nation conducted a coup to adopted the Vakar tradition of Tharl rulership. Probably because it allowed the warlords to rule instead. Contrary to the northern Tharldoms, Sjydge's ("The Thelian Empire's") Tharldom was plagued with assassinations and corruption. After a few decades, Mathas Vizan, a half-elf warrior related to the old dynasty, managed to become Tharl and reform Sjydge into a dynastic kingdom once again. During its inception, the kingdom's racial makeup has changed from predominately elves, then a slight majority of humans, and now half-elves are in the majority while pure-blood elves are very, very rare. So while historically having less and less of a direct link to the Thelian Empire, Sjydge's official name is still the Thelian Empire. But that name is seldom used by anyone that isn't from the region, and a rumor says it is punishable by death to say it in Azkarthame.


Crezth, this nation is not made to bother you. I like the idea of several kingdoms having borderline legitimate to ridiculous claims of legacy, such as the numerous European kingdoms that claimed to be the heirs of Rome. In this case, the claim is very thin, as even though there's an unbroken dynasty, the dominance of half elves and the vakar tradition makes the claim of heritage somewhat laughable - or at the very least less real than yours.

Government: Hereditary

Ruler: Ethereal Empress Lanniona III
Heir: Mathas Vizan II

While not very remniscent of the Thelian Empire, somehow the title has carried over and is used instead of "queen".

Dominant Species: Half-Elves (50%), Humans (45%)
Minor Species: Elves (5%)

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Nation Name: Ostland
Government: Appointed

Ostland is racially a mess. While an ordinary and somewhat prosperous Tharldom as with most of the vakar nations, the nation is divided between a coastal human seafaring culture, a middle of humans and half elves, and a north dominated by dwarves and half-dwarves. Most of its trade routes are along the east-west sphere dividing cultural ideas even further. However, while it lacks in geographical cohesion, it makes up for it in wealth. The population is highly plutocratic and most of the people willingly cling to the Ostic identity due to some quarrel with the surrounding nations - the half elves are mostly afraid of becoming part of any of the slaver nations - the dwarves are creative tinkerers and despise the rigidness of Duergarmark - and the humans, while seabound and competent in fighting, dislike the outright warlike fire-sect of Skagar and Vennrika.

All races have equal rights in Ostland.

Ruler Name: Grunt

Don't laugh. The dwarf's name comes from his final battle during Tharl selection where the opposing party charged at him, where Grunt managed to break his opponent's armor with the wooden weapon. As his opponent collapse, Grunt made a loud gluttural sound as he snorted a booger, whereafter he simply walked to the overseer, took the crown and sat down in silence. The crowd was awestruck quiet as this happened, and he was renamed after the snort.

Grunt is a medium-sized dwarf and likes to dress himself in fine clothes, but makes a case out of never dressing finer than his guests, as he wants to gesture openness and warmth. He is renowned for saying as little as he does, while having his peers discuss loudly, he simply usually only talks when he has made a decision about something.

Heir Name: Soren Fjeldir

I haven't decided anything on this guy yet

Dominant Species: Humans (45%), half elves (30%)
Minor Species: Dwarves (20%)
 
Spoiler :
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Dominant Species: Dwarf
Minor Species: Half Dwarf, Human, Gnome, Half Gnome, Orc Half Orc
Government: Appointed, and only the most brutal of repression keeps it from being an anrchy
Ruler: Jeremiah Brown (The leader of the revolters, insofar as the revolters can be said to have a leader, is currently holding tumultous control over the cities, although divisions within the rebels cause may challenge this soon)
Heir: Gergac (A half orc assassin, he is the leader of the underworld middle class who has agreed to help Jeremiah in exchange for power. Currently is Jeremiah's second hand man and leader of the smuggler - pirate - bounty hunter coalition)


Voted cities with the most Interesting History in the World by the Historian Society for the twelfth year in a row, many travelers have a hard believing cities like this exist, some instead preferring to believe they've imbibed too much fine dwarven ale and have begun hallucinating, but I assure you these cities do exist. They began their existence as smuggler hide outs back when the The Thel Imperium existed and banned fun things. After the Empire collapsed, these cities were left behind, a hive of scum and villainy. Immediately after this, the criminal underworld fought with each other for control. After decades of infighting in which no one could be said to rule the city, in which there was a knifing on every street, a balance of power emerged among the most powerful of the underworld figures left standing. Promising to resolve their differences through law rather than weapons, and fight their wars in court than in the alley, the Free Cities Constitution was born. Of course limited gang wars still existed, and intergang rivalries were left out of the constitution, but the destructive total mobilization of reserves burn the city down wars were done (and when I say burn the city down, I mean in the " the harbor in Kelvar was burnt down seven times within the same year" kind of burn down). This peace went to hell with the rise of an Underworld middle class with political ambitions of their own, and the rise of Kandros Fir and his imperialist agenda. The boiling point was the Constitutional Riots over several cases the populace felt had been not given proper legal justifications (including one ruling, it is rumored, on sexual deviancy, but this is as much as I can tell you without being censored by the press for public indecency).

The rioters kicked the Underworld Lords out of town, and proclaimed their own constitution, one in which a jury decided cases, but then the Middle class of the underworld saw this as a perfect chance for them to gain more power and prestige, and thus refused to recognize the new constitution or government and came up with their own constitution. Further complicating matters was the Underworld Lords coming back to town and refusing to recognize either of the governments that had formed as legitimate and refusing to negotiate with either faction.

The good people of the Republic of Jeromac were horrfied watching the anarchy, and the missionary society petitioned the government to intervene. And so our resident imperialist Kandros Fir won the recent election promising to restore order (plus a healthy smattering of bribes among the poor, but that should go without saying). The Templar guard under the command of Augustus Botecelli, and inquisitor for the Church, which just so happens to be the State (look man, the relationship between Church and State is confusing here. Even the clergy aren't sure whether we're a nation with a church, or a church with a nation).
 
@Jackelgull: While Tolni and I like your NPC, we would prefer it if it wasn't basically under your control at game start. Like, feel free to send the inquisition in at turn zero, but like its a bit too much at the moment. We like the idea of a nation that is teetering on the brink of anarchy and hedonism, so if you could rewrite your NPC in that light that would be great.

@Chirstos: Question about the tradition of marrying Elven noblewomen, do they have children with said noblewomen? Or do they have some sort of courtesans on the side for pure-blooded human children? If they do have children with the Elves, wouldn't that make the current rulers Half-Elves?
 
Yes, they are half-elves. They do have human courtesans and have kids with them but only the oldest son of the elf wife becomes King. The other children (both of the elf wife and of the courtesans) become merely officials.
 
The Present State of the Landfarer Realms of Rishorne

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Nagakawa Runa's rise to power in the erstwhile Circle Islands was not entirely quiet. The Chalice of Naga's military victories incited virtually the entirety of the Circle Islands Assembly's military forces, to flee the islands in the late 1790s AE, bringing a not insignificant portion of the Assembly's members and sympathisers and their families with them to the nearby mainland. These became known as the Landfarers - for they had chosen to leave the sunny islands for deep, dark land.

That mainland was that region known to the erstwhile Thel as Rishorne. Shortly after the fall of Thel, a confederacy of Dwarven tribes, known in the Thel language as the Evertoi, emerged from their mountain redoubts (exiled thanks to an argument, it is said) and established a sort of hegemony over Rishorne that lasted the better part of a century, successfully managing to utterly break the stranglehold of Thel institutions and aristocracy. The local population, mainly humans and elves, did not particularly warm to Evertoi rule, especially after several Evertoi chieftains attempted to suppress magic. In that regard, the arrival of the Landfarers was not merely tolerated by the non-dwarven locals, but indeed welcomed.

Initially, the chief settlement of the Landfarers was Neo-Alisane, founded in 1795 atop the ruins of an eponymous Thel-era city. Around Neo-Alisane, a Alisanian Confederacy (purple in the northwest) was born, its government vaguely modeled upon that of the old Assembly. The Landfarers went from village to village, driving out the Dwarves and raising the flag of Alisane, until much of northwest Rishorne lay under their authority. The Evertoi noticed, of course; but by this time they had become racked by succession and clan disputes and were largely powerless to stop the expanding Confederacy. Meanwhile, the Confederacy's internal politics continued to build into a byzantine snarl of an oligarchy, the same that incited Nagakawa's actions in the first place. Tensions also grew from the fact that while the locals largely assimilated into Landfarer culture, the state was still dominated by islanders and left the locals largely disenfranchised.

Spoiler Alisanian Confederacy :

Government: Elective
Dominant Species: Elves
Minority Species: Humans, Half-elves
Ruler: Demistrates Paulos Cassander
Heir: Varis Hermeum
Capital: Neo-Alisane (on the northwest coast)
Other Cities: Arilae (on the west coast), Paricanne (on the north coast)


Many Landfarers prospered under the rule of the Confederacy, but others sought freedom elsewhere in what was considered something of a new world. In 1798, one teenage boy named Antipater Cleon, the son of the then-demistrates Germanios Cleon, had an affair with a human girl - an act that was somehow quickly publicised and resulted in his father exiling him from the kingdom. In that stead, he gathered his lover and several friends, who in turn gathered a force of several hundred soldiers, and marched along the coast to the northeast until they reached the furthest tip of land, where they founded a city named Tifania, named in honour of that human girl. Their heirs, half-elves, continue to rule the peninsula in the name of the Antipatrid Kingdom (light blue) to this day; the little kingdom is a bastion of freedom for half-elves and all others, and in fact maintains more or less friendly relations with Sanga-jimai-koku.

Spoiler Antipatrid Kingdom :

Government: Hereditary
Dominant Species: Half-elves
Minority Species: Humans, elves
Ruler: King Antipater II
Heir: Princess Roxanne
Capital: Tifania (northern tip)
Other Cities: Jesia (west coast), Eugris (east coast)


Antipater would not be the last to be exiled. By 1800, an (in)famous fixture in Neo-Alisane was an all-female mercenary group known as the Companions of Yandros. The cult of the eldritch sky goddess Yandros and her starry children had been popular in the underground amongst women in Thel military service for centuries, and in Neo-Alisane they had an entire city district to themselves. That was, until a sequence of deadly riots (a conspiracy theory says that the government incited the riots due to Yandros' similarities to Sanga-jimai's Hara) forced the authorities to play their hand to exile the Companions. The Companions did not fight; they fled eastward until they reached the coast, where they founded a city of their own: Bevelle (the purple in the east), named after their semi-mythical founder. With decrees of tolerance towards dwarves and the allowance of "forge towns" where the dwarves could hold a free hand over industry, the Companions pieced together a vast realm for themselves. This culminated in 1814, when they dealt a devastating defeat to an Alisanian military force south of the Antipatrid border, cementing themselves an independent country.

Spoiler Dominion of Bevelle :

Government: Appointed
Dominant Species: Elves
Minority species: Dwarves, humans
Ruler: Commander Apama Megas
Heir: First Officer Berenica Iapeta
Capital: Bevelle (northeast coast)
Other Cities: the forge towns of Auris and Tidon (plop both of these somewhere random in the interior)


Dozens of others left in that time to carve their own fiefs out of the collapsing hulk of the Evertoi, creating a patchwork of Landfarer petty states, most with only nominal allegiance to Neo-Alisane for the sake of their own protection against the chaotic dwarven "natives." Some of the Evertoi scattered back into the mountains; others attempted to settle anywhere they could; others simply met their deaths at the hands of some marauder. But not one: one fought back, not with the sword, but with the power of enlightenment. His name is not important. She was a nobody, a vagabond from an oasis town whose guard had forced him out for a petty crime into the desert. And then he had returned a week later with absolute enlightenment in his eyes.

The secret of the old Eternal Empress, this prophet claimed, was that she had been no elf; she had been a dwarf, a young dwarven girl, charmed by the magic of an ancient warlock to appear as an elf. And the death of Thel was no disaster, but an opportunity, a golden chance for the dwarves, for the Eternal Empress had been reincarnated in her proper form somewhere near.

Accounts of what happened next are hotly disputed. Some say that the prophet selected a girl from the crowd. Others say that this girl rose from the ground to fly. Still others suggest that she burst into flames that lit the entire town brighter than the sun in the dead of night. Whatever the case, a miracle happened that day; her name was Isandra Ragnos, and she was nothing short of a genius. Through miracle after miracle, she assembled an army and quickly spread outwards.

Isandra Ragnos quickly came to the attention of the Landfarers in Neo-Alisane when hundreds of Landfarer homesteaders fled west in tatters, claiming that an army of dwarves had come burning their land. A small army was detached to investigate, and found themselves annihilated to the last (save for those few who joined Isandra). A larger army was quickly wiped out, too. Isandra rapidly overran much of the interior of Rishorne, sending off the petty would-be princes and reducing the Alisanian state to a state of absolute panic. Every night, Neo-Alisane awaits for the inevitable to come.

Spoiler Ragnos Empire :

Government: Appointed
Dominant Species: Dwarves
Minority Species: Half-dwarves, elves, humans
Ruler: "Eternal Empress" Isandra Ragnos
Heir: "Eternal Crown Princess" Isandra, claimed to be the living reincarnation of Isandra Ragnos
Capital: Ragnos City (west coast)
Other Cities: Bhunastre, Rajerba (plop these somewhere random in the interior)
 
HARDLOCK 24HRS FROM NOW

This means that all signups will be frozen as they are, and no further NPC ideas will be accepted. So if you have any ideas for NPCs/want some final changes to your nation, THIS IS THE TIME.
 
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Light Purple:

NPC Name: The Most Serene Republic of Iron

Capital: The Iron City

Government: Republican

Ruler Name: The Jovial Grand Mayor. (Affectionately called Jove)

Heir Name: Melancholy Secretary (affectionately called Melanie)

Names: See Iridescent Kingdom's naming style.

Dominant Species: Humans

Minor Species: Half Elves

...............................................

The region around the Iridescent Kingdom saw atrocities committed by both sides of the conflict in the Great War, with the Coalition forces razing cities after cities for their "loyalty" towards the Thel Empire, and the countrysides being ravaged by Thel "Recruiters" who conscripted men after men to be cannon fodders for the Imperial conflict. The humans of the region of Iron Republic was one the hardest hit, with both the Coalition and the Empire jockeying for control over the strait in order to control the entire Bay of Tranquility. The magical storms and the razing of the inland port cities along the Bay, combined with the Bureaucracy's commitment towards neutrality, soon made the conflict in the region pointless. Without sea travel nor the important city centers of the Bay, the Coalition and the Imperial forces slowly and begrudgingly withdrew from the area in order to wage their war where it still mattered.

Many of the human inhabitants of the strait banded together in order to reconstruct their homes, laying down the foundation of what would become the Iron Republic. As the survivors of the Great war began the task of reconstruction, they began hearing of a strange new Kingdom to the north called the Resplendent Kingdom.

The Resplendent Kingdom was a kingdom of elves, but they were unlike everything the humans had come to associate with the elves. Their queen was tolerant and kindly. Its people were largely jovial and accepting. The human refugees from the Iron Kingdom's region who made their new home with the elves of the Resplendent Kingdom showered praise upon praise towards their new Elven Queen. While wary at first, the Iron Republic eventually opened relations and embassies with the Iridescent Kingdom of the Elves to the North.

Today, the Iron Republic enjoys a very friendly relationship with the Iridescent Kingdom. In time, the practices and culture of the Iridescent Kingdom, strange as it was, was largely adopted by those of the Republic. The Artists of the Kingdom often finds patronage among the wealthy in the Iron Republic, adding flashes of color and magic in the streets of the Iron Kingdom wherever they go.

Culture

The Iron Republic, containing much memories about the horrors of war from both the Coalition's actions and the Imperial army's mass conscription, have resolved to never allow such atrocities to happen to their Republic ever again.

The Republic thus spend a robust chunk of its spending towards its naval, foreign, and espionage corps, and furthermore always encourages its citizens towards tourism and diplomacy towards other nations. As a result, the Iron Republic is home to many naval business and information brokers, as well as embassies, from its various neighbors. The idea for this policy has been that a strong naval force, combined with good foreign diplomacy and forewarnings delivered by espionage corps, will allow peace to be maintained indefinitely.

The people of the Iron Republic, although influenced by the Iridescent Kingdom's liberal attitudes, have adopted and developed a particular style of their own. While they wear dresses, suits, and hats that appear 'formal' by the Iridescent Kingdom's standards, they still wear suits that would not pass in formal occassions in the wide world (Feathered hats, 2 piece suits, pink bow ties, colored lenses, hair dyes, etc). The Iron Republic is known for its criminal underbelly, using the Republic's control over the strait in order to smuggle prohibited items into the Bay region, much to the Bureaucracy and the Kingdom's chagrins. Despite the three realm's best efforts, the piracy and smuggling problem caused by the criminal organizations in the three realms have never quite ceased.
 
I made an NPC for the Iridem peninsula.

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NPC Name: Independent State of the Southern Ibaiaras (purple on the map)
Dominant Species: Half-Elves
Minor Species: None
Government: Appointed
Ruler: Governor-General Danel Alesander the Brave (Half-Elf)
Heir: Lieutenant Governor-General Fermintxo, son of Frantzisko (Half-Elf)
Cities:

Ibaiara on the Western River (capital)
Location: on the Western River, close to the North-South border
Governor: Lord Mayor Xabier Matxin, son of Matxin Xabier (Half-Elf)

Portu Independentzia
Location: on the western shore
Governor: Lady Mayor Erlea Eguzkiñe from the North (Half-Elf)

Fort Ibaiara
Location: on the southern shore
Governor: Lord Mayor Igon Eztebe, son of Ibai Beñat (Half-Elf)

Names: Same personal names as used in Republic of the Ibaiaras. Surnames also follow the same pattern, but the "son of" and "daughter of" epithets usually reference the father's name rather than the northern standard of referencing the mother's name.

Background: The Southern Ibaiaras is part of the greater region of the Ibaiaras and was briefly a part of the Republic of the Ibaiaras when it was founded after the fall of the Thel Imperium. However, the Southern Ibaiaras and its urban centre Ibaiara on the Western River has a more racially homogeneous population of half-elves unlike the northern and eastern parts of the region where a significant minority of humans reside. This caused ideological tensions between the south who favoured a government where half-elves took priority over other races and the north and east who wanted equal rights between races. Only a few months after the declaration of the Ibaiaran republic, the south seceded and declared independence as the Independent State of the Southern Ibaiaras.

The Independent State has since then expanded further west and south, establishing the port cities Portu Independentzia and Fort Ibaiara. While the capital Ibaiara on the Western River is a floating city, that particular building style is quite uncommon in the south as southern Ibaiaran cities are mostly built along the coast rather than on rivers.
 
I feel you should enlargen the NPC and add a second city.

e85f8c7196124863bcfc0569bf09aa7d.png


What do you think about this?
 
So I made this map for everyone. I don't think it has everyone, but it should have most of you.
Spoiler :
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Nation Name: Creta
Capital Name: Steelcastle
Location of Capital and Borders:
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I'm the blue one with the bay to the southeast. Capital is the one on the coast. The city in the mountain is the Forlorn Keep, a mostly defensive structure to protect from land-based threats. The city towards the south is called Manus

updated claims and added the borders for another npc. I haven't come up with any actual idea for it yet, so yeah. I'll try to work on that but I don't think you should expect it.
 
I feel you should enlargen the NPC and add a second city.

e85f8c7196124863bcfc0569bf09aa7d.png


What do you think about this?

Something like that looks good but since the Southern Ibaiaras was the secession state I thought it looked odd being the bigger of the two on the map, so I put the mountain range within my Republic of the Ibaiaras if that's alright:

TheNiagaras_map_NPCs_ISSI.png


Will add the third city to the NPC post I made.
 
Name List for New Thel/New Kuros

Helf, female: Anais, Saria, Daphine, Leitte, Malene, Porette, Sulenne, Jyllele
Helf, male: Cochon, Yeomel, Darman, Linau, Lartal, Cais, Ferlan

Human, female: Tanaka, Ju, Yuki, Huni, Jira, Suisei
Human, male: Kenshu, Chu, Atanashu
Note: some humans might use helf names, due to cultural ifnluence
 
HARD LOCK IS ENGAGED.

No further signups, NPC suggestions, claim changes/any changes to the existing signups (beyond case-by-case background changes) will be allowed. Exceptions will be made for those who have no background at all.

We can expect the update to come next week.

Hopefully.
 
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